Took the Space Wolf for a spin against some Minervan Tanks.
My list:
Strike Cruiser 200
Great Company (Drop) 300
Long Fangs (Drop) 300
Terminators + 2 Dreadnoughts + Rune Priest. (Drop) 475
Long Fangs + Hunter 375
SwiftClaws + Hero 250
Wolves 150
Wolves 150
Great Company + Hunter + Wolf Lord 425
Land Speeder 200
Thunderbolts 175
Minervans had something like this:
SH tank co + Griffons
SH tank co
Russ co
Deathstrikes
Hydra battery
Hydra battery
Medusa
Manticores
Thunderbolts
The drop was the first thing that happened and (sadly) the game was almost finished afterwards. The bombardment hit a Russ company killing three or four. Then came the three pods placing 3 blastmarkers on the surrounding units scaring of a warhound and that was followed up by some terminators destroying a Superheavy tank company…
The Three units dropping in was then attacked by everything but managed to hold on, nu formation was totally destroyed and the Gray Hunters managed to move into position on the artillery. Both Wolves and the Swiftclaws marched across the battlefield ready for turn two. On the other side the Gray Hunters and longfangs advanced towards the remaining Superheavy company. The Minervans didn’t manage to rally anything so turn two was pretty one sided and in the beginning of turn 3 I even managed to destroy most of the last Superheavies in a combined assault.
A blurry picture taken at the end of turn 1. The drop happened next to the forest were the Leman russ is on the picture.
Attachment:
SW.jpg [ 339.83 KiB | Viewed 4321 times ]
I could probably have pulled off the same thing with Codex Marines but my opponent and my own impression is that the Space Wolfs is just like normal marines but a little bit better on engagements. So what is supposed to be their “weakness”? Marines should be a very all-round army so I do not want them to have a big hole in the back but compared to Codex Marines I think they have more positive things then negative…
Some comments on the list. Most of which I have said before (but without any response/correction):
Great Company. 0-2 of the following options (you may select each option only once
only once per Great Company)
Thy way it is written I am very unsure you could actually take drop pods for the Terminators. I only see a lot of “they can use drop pods” but they do not have “plus transport” so…
Wolf Lord. No one can take this upgrade. Perhaps it should be a part of the “Hero” upgrade?
Razorbacks: Add any number of Blood Angels Razorbacks, up to the number required to transport the formation. Paste and copy error?
Implement the changes to the Codex marines? (Sniper, Typhoon)
Pack Mentality. A simpler and almost always as good rule would be to make the Space Wolfs “Commander” special rule 10 cm period.
Unblooded. This also feels unnecessary complicated. Either copy the Greenskins, make them “+1 initiative when taking an engage action” or just let it go. Most of the units with Unblooded wants to get into base to base anyway so no need to force them. It also feels a little weird that they have 2+ initiative on marsh actions if they are that eager to fight…
Why do Space Wolfs have 3+ in CC? Are they that much better then Codex Marines? Not that good on Space Wolf fluff but does not Gray Hunters have the same stats in WH40k but they lack heavy weapons (and only BloodClaws have extra attacks when they charge?) Do they have some equipment that the normal marines lack or…?
Long fangs is very good compared to a normal devastator unit. Why not settle for 2x AP5+/AT5+ shots instead. Right now they feel a little bit better than 50 points more. 4 more shots and they hit AT on 5+ instead of 6+…
Have tried a Blood Claw spam some month ago but it didn't feel OP. Next time I will try and get a better report together.
/Uven